Jump to content
Axel

Axel's Mod 1.5 (Updated, 4/10/2015)

Recommended Posts

Axel

Wonderful, and all this time I have been modelling for another project that may or may not go anywhere:

meepers1.jpg

meepers2.jpg

meepers3.jpg

meepers4.jpg

meepers5.jpg

meepers6.jpg

meepers7.jpg

meepers9.jpg

Yes, I enjoy Google SketchUp. Too much.

Share this post


Link to post
Share on other sites
Axel

I think Rapidshare wants to delete my mod if it doesn't get enough downloads. So if you want the mod, and it isn't at the link, let me know and I'll re-upload it for you.

Share this post


Link to post
Share on other sites
Glaedr

Just wanted to say, I love this mod. New biomes look swell.

On a slightly related note (since it happened while using your mod but I can't honestly be sure if it's your mod or just Rock Raiders being Rock Raiders), I have learned that trying to cover every inch of a map's floor space in power paths is a BAD idea. As in "whoops nothing but the power paths are powered now, GL not running out of air. Or even finishing the mission" Fortunately for me, between all the buildings and a couple of drillers I had around to teleport up, I had JUST ENOUGH crystals to finish the mission.

PJAhZ.png

(to be clear because of my bad printscreen timing, the Ore Refinery, Support Station, and Super Teleport are "on" but unpowered.)

Share this post


Link to post
Share on other sites
Pascal

My question above this post... answer it!

You need to put that in the LRR01.WAD, and you don't need to post a second post for us to see that you want it to be answered.

Share this post


Link to post
Share on other sites
Glaedr

I've tried replacing the .cfg in the 02.WAD with the one linked at the top of the first post, and the game fails to launch. Just gives me a program has stopped working error when it goes to switch from the loading screen to the main menu.

And I'm assuming that's where it's supposed to be because there isn't a .cfg in the 00/01 WADs.

Share this post


Link to post
Share on other sites
Cirevam

It doesn't matter which WAD the CFG is in, really. WADs work by higher numbers having more precedence: if you have duplicate files in LegoRR0 and LegoRR1, the game will use the ones in LegoRR1. You can actually put the whole game in one WAD and it will run fine. And if the game can't find the CFG or if there's something wrong in it, it's going to crash much sooner than the switch to the main menu. In fact, the game won't attempt to run without a CFG.

Share this post


Link to post
Share on other sites
lars5666

However, I can't seem to open a WAD file that's over 80 000 kb, the word file sort of crashes/stops working, so these 3 files instead of 2 or 1 works just fine for me.

Well.. it doesn't really matter anymore, my ridiculous amount of random crashes suddenly got greatly reduced to a playable state on its own.

Share this post


Link to post
Share on other sites
Jessietail

However, I can't seem to open a WAD file that's over 80 000 kb, the word file sort of crashes/stops working

:|

You don't open WADs in Word. You extract them with the tools.

Share this post


Link to post
Share on other sites
lars5666

That's probably a better idea..

Well.. it doesn't really matter anymore, my ridiculous amount of random crashes suddenly got greatly reduced to a playable state on its own.

Share this post


Link to post
Share on other sites
Jessietail

Is this mod close enough to Baz's Mod (as in, level layouts haven't changed aside from new monsters) that I could play this instead of the original?

but both download links are broken :/

Share this post


Link to post
Share on other sites
Cirevam

I have recovered the files from rrubucket and reuploaded them after removing the apostrophes from the filenames. You'll find the new links in the original post. By the way, having those apostrophes in the filename caused the file, when downloaded, to create a folder named "Axel" and put the zip file inside and name it " 's Mod.zip"

You put your mod inside of a folder within itself.

Share this post


Link to post
Share on other sites
Axel

Modception. I apologize.

Lair, I didn't change the level layouts. The maps are identical aside from the terrain changes.

Share this post


Link to post
Share on other sites
Cyrem

Links fixed and updated.

 

I'm not sure if that LEGO.CFG is needed for the v1.5 of the mod, but unfortunately the link to it is dead anyway.

Share this post


Link to post
Share on other sites
xXDevastatorXx

hey . nice work :) love this game so much . One bug in lvl breathless stops me to go on . Every rock is simply white , ground too . Cant see anything exept rock raider and buildings. 
 

Share this post


Link to post
Share on other sites
Axel

Update:

 

I've decided to make a 2.0 of this mod.  Although I can't say much right now, I intend to do the following:

 

-New biomes

-Spider, Scorpions, Snake enabled

-Landslides don't instantly kill Rock Raiders (but are still damaging)

-Environmental props/scenery (need someone who has Lightwave 8 so I can convert to Lightwave 5 from .OBJ)

-More sound effect changes/additions

-Modifying the GUI, but not yet sure of the extent

-Overhauling map selection screen in order to add more maps

-New maps

-MAYBE new voice-overs

-New creatures (mostly monsters, though, for specific biomes)

 

Some screenshots will be coming within a week.

 

qn3t.png

 

______________________________

NEW BIOME

sszq.png

 

______________________________

NEW MAP: Round the Rocks

hsr4.png

 

This is the first unique map I've created for Lego Rock Raiders.  It's actually really generic, in that the only real goal is to navigate through a maze of hard rock to find an area rich in energy crystals nearby.  I hope to make better use of NERPS in the future to create some more interesting objectives.  I designed this map specifically for the Rock biome, and it contains some native Rock Monsters and large spiders as well as a flock of bats and some awkwardly placed energy crystals (an issue I will remedy soon).

Share this post


Link to post
Share on other sites
Axel

NEW BIOME

gallery_756_244_34564.png

 

My goal for the biomes is around 15 biomes - 12 biomes more than vanilla Lego RR.  One thing I've been doing my best with is trying to make my new biomes fit in with the Lego Rock Raiders aesthetic and quality, so it's very important to me that I get things looking polished.  If anyone has any criticisms/suggestions on these biomes, please let me know.

 

Now, there's the RockFallStyle issue I've not been able to resolve.  It looks like I might only be able to have 4 RockFallStyles in the game.  If this is indeed the case, then I have a way to work around it without looking totally like crap.

 

Colors.  They will be based off of color.  I wrote up a quick thing for reference for myself:

 

 

  • Black - for Rock, Lava, Gold, Igneous, Crystal
  • White - for Ice, Icerock, Salt
  • Grey - for Pyrite, Surface, Stone, Pumice
  • Tan - for Sand, Fossil

 

The colors need to match the biomes reasonably well.

 

And this thing:

 

9sto.png

 

This is a stalagmite.  My hope is that one day, stalagmites and other scenery objects will repopulate the desolate ground tiles of Lego Rock Raiders.

Share this post


Link to post
Share on other sites
jamesster

Dang, this is looking pretty. Keep it up!

Share this post


Link to post
Share on other sites
Cirevam

Agreed. Those are some good-looking biomes. I assume you already know how we code scenery objects in the game, so keep at it!

Share this post


Link to post
Share on other sites
Yourself

I think the second and third of those new biomes look really good! The first one could use some more contrast; all textures look about the same to me.

Keep it up!

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.